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3D artist
Konrad Beerbaum:
You could probably use a photo of a spring to texture it. It is such a small feature that it isn't too important. I would paint some chips and scratches on the model to give it some detail. You'll also need to make the light bowl thick and double sided, both so it looks more solid, and also because the game engine will only see one side of a face.
killermonkey:
--- Quote from: Konrad Beerbaum on July 24, 2008, 09:39:09 pm ---You'll also need to make the light bowl thick and double sided, both so it looks more solid, and also because the game engine will only see one side of a face.
--- End quote ---
Not if you use $nocull in the texture VMT. However I agree with the thickness argument.
Jonathan [Spider]:
as a general rule of thumb, the larger the part, the more polygons it gets.
so on your props try to keep your polygons high in areas that are larger, and less in the tiny spots.
so for this guy like people mentioned with the cord... you might not even miss the cord if it was taken off of the model.
another thing it looks like your sort of modeling where the screws will be on the model. i would just use a texture for that no one is going to notice that they are there bumped out just ever so slightly.
i suspect also, that you have put a slight bevel onto the edges of the arms as well, which in video games small bevels like that are a big no no. because those polys can help you get better large forms and detail parts that right now your model is missing.
Loafie, Hero of Dreams:
spider get to gettin on the new 3dtotal sculpt comp. it's a good time
V:
Added changes based on Jonathon and Konrad Beerbaum's suggestions. Suprisingly the feeling didn't take too much of a hit from the model's accents being taken away.
http://i33.tinypic.com/2uh7p74.jpg (new wireframe)
http://i35.tinypic.com/2mepwtk.jpg (render)
Honestly I don't think I'm up to snuff with painting the textures, it's something I've put very little effort into learning. I wouldn't even know where to begin painting on signs of wear and tear. I thought simpler objects would be easier than large environments but it just looks and feels like a flat shaded child's toy.
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